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Ok, so a couple nights of trial and error I have both ends of this implemented. I can get a video drawing to a material via DrawableQueue, and I can display different imageFiles to each eye in a shaderGraphMaterial. I can't figure out how to glue the two bits together though... I changed the image files in the shader into color inputs, and then at load time I try to: if var material = cube.model?.materials.first as? ShaderGraphMaterial{ do{ try material.setParameter(name: "left", value:.textureResource(drawableTextureManager.textureResource) ) // <-this throws a ShaderGraphMaterial.Error.incorrectTypeForParameterName //try material.setParameter(name: "left", value:.color(CGColor(red: 1.0, green: 0.5, blue: 0.0, alpha: 1.0)) ) // <-this works } catch { print("oops") } cube.model?.materials = [material] } So I guess my questions are: are color inputs the correct way to get textures into a ShaderGraphMaterial? who do I setParameter with a texture/TextureResource/DrawableQueue Thanks!
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Yes, there are options that do not involve writing back to disk, though admittedly they are complicated. For example, you could use a DrawableQueue instead of VideoMaterial, and update the drawable with your altered video frames during playback. Ok, I can look into that... is there anyway to preserve 3d stereoscopic content when doing this?
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Looks like I found a work around... rewriting the code to use SecStaticCodeCheckValidity instead does validate resources. mike
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Strangely, I've found compiling the app with the unedited lib causes Xcode to alter the dylib in some way that I can then copy it out of the product and successfully run install_name_tool -mike
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I just ran into this same issue... did you find a work around?